When you make an undulating gesture using your hand, the target item changes slightly in shape and appearance to resemble a cross between its original form and that of a venomous animal.
Druid Spells
A druid casts divine spells drawn from the druid spell list, choosing and preparing spells in advance through meditation. Learn more about the Druid class.
When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12).
This spell functions as symbol of death, except that when triggered, a 30-foot-radius centered on the symbol fills with hurricane-force winds (75 mph).
This spell functions like shield other, except some of your wounds transfer to the targeted creature rather than some of their wounds transferring to you.
Object or location attracts certain creatures.
You compel the water to push the targets in a direction of your choice.
You compel the wind to push the targets in a direction of your choice.
Burning tar harms target and penalizes its Dex.
Converts the top layer of the ground into hot tar.
This spell turns nonmagic liquids--including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids--into mead or wine of average quality.
Tectonic communion functions as commune with nature with an even greater range.
When you complete this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (e.g.
This spell functions as entangle, except the plants latch on to targets and drain away their vitality.
Your attackers take 1d6 +1 damage/level.
A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand.
This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet.
Appear older or younger.
You pull forth idealized versions of yourself at various ages from your mind, splitting into three copies of yourself.
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature.
This spell functions as thunderstomp, except as noted.
Surge of water deals 1d6 bludgeoning damage/2 levels (max 10d6) and extinguishes nonmagical fires.
Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage.
Touch infests a target with green slime.
Swim speed becomes 30 ft.